﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using PloobsEngine.SceneControl;
using PloobsEngine.Physics;
using PloobsEngine;
using PloobsEngine.Cameras;
using PloobsEngine.Input;
using Microsoft.Xna.Framework;
using PloobsEngine.Physics.Bepu;
using PloobsEngine.Modelo;
using PloobsEngine.Material;
using Microsoft.Xna.Framework.Graphics;
using PloobsEngine.Utils;
using PloobsEngine.Features;
using PloobsEngine.Commands;
using PloobsEngineDemo3;
using PloobsEngine.Light;
using BEPUphysics.ForceFields;
using PloobsEngine.Physic.PhysicObjects.BepuObject;

namespace Etapa1.Screens
{
    public class GravitationalScreen : SceneScreen
    {
        private BepuPhysicWorld physicWorld;
        private BrutalForceWorld mundo;
        private EngineStuff engine;        
        ICamera cam;

        public GravitationalScreen(EngineStuff es)
        {
            this.engine = es;
            physicWorld = new BepuPhysicWorld();
            mundo = new BrutalForceWorld(physicWorld);                        
            engine.Game.IsFixedTimeStep = true;
        }
        
        public override void LoadContent(EngineStuff es)
        {            
            InputAdvanced inp = new InputAdvanced(engine);
            engine.AddComponent(inp);

            base.LoadContent(es);

            physicWorld.Space.SimulationSettings.MotionUpdate.Gravity = Vector3.Zero;            
            
            {
                SimpleModel sm = new SimpleModel("..\\Content\\Model\\Dsphere", "..\\Content\\Textures\\blue");
                sm.LoadModelo();
                IPhysicObject pi = new SphereObject(new Vector3(0, 20, 0),30);
                CustomDeferred shader = new CustomDeferred(false, false, false, false);
                shader.SpecularIntensity = 0;
                shader.SpecularPower = 0;
                shader.Initialize();
                IMaterial mat = new Material(shader, MaterialType.DEFERRED);
                IObject obj3 = new SimpleObject(mat, pi, sm);
                mundo.AddObject(obj3);            


                //The effective mass of the field, assuming 6.673*10^-11 as G, would be 100,000,000,000,000 kilograms.
                var field = new GravitationalFieldObject(new InfiniteForceFieldShape(), obj3.Position, 6673f, 1000);
                physicWorld.AddUpdateableObject(field);            
            }
            int numColumns = 7;
            int numRows = 7;
            int numHigh = 7;
            float separation = 3;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        {
                            SimpleModel sm = new SimpleModel("..\\Content\\Model\\cubo", "..\\Content\\Textures\\white");
                            sm.LoadModelo();
                            BoxObject pi = new BoxObject(new Vector3(separation * i - numRows * separation / 2, 70 + k * separation, separation * j - numColumns * separation / 2), 1, StaticRandom.RandomBetween(5, 50), new Vector3(1));
                            pi.Velocity = new Vector3(10, 0, 0);
                            CustomDeferred shader = new CustomDeferred(false, false, false, false);
                            shader.SpecularIntensity = 0;
                            shader.SpecularPower = 0;
                            shader.Initialize();
                            IMaterial mat = new Material(shader, MaterialType.DEFERRED);
                            IObject obj3 = new SimpleObject(mat, pi, sm);
                            mundo.AddObject(obj3);

                        }
                    }

 

            cam = new CameraFirstPerson(true);            
            cam.FarPlane = 3000;

            LightThrowBepu lt = new LightThrowBepu(mundo, engine);         

            #region NormalLight
            DirectionalLight ld1 = new DirectionalLight(Vector3.Left, Color.White);
            DirectionalLight ld2 = new DirectionalLight(Vector3.Right, Color.White);
            DirectionalLight ld3 = new DirectionalLight(Vector3.Backward, Color.White);
            DirectionalLight ld4 = new DirectionalLight(Vector3.Forward, Color.White);
            DirectionalLight ld5 = new DirectionalLight(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            mundo.AddLight(ld1);
            mundo.AddLight(ld2);
            mundo.AddLight(ld3);
            mundo.AddLight(ld4);
            mundo.AddLight(ld5);
            #endregion

            ////Criacao de uma Tecnica
            DeferredRenderTechnic dr = new DeferredRenderTechnic(engine);
            
            IRenderTechnic[] rt = new IRenderTechnic[] { dr };
            this.RenderTechnics = rt;
            mundo.AddCamera(cam);
            this.World = mundo;


        }

        


    }
}

